示例#1
0
void CollisionPick::computeShapeInfoDimensionsOnly(const CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource) {
    ShapeType type = shapeInfo.getType();
    glm::vec3 dimensions = pick.transform.getScale();
    QString modelURL = (resource ? resource->getURL().toString() : "");
    if (type == SHAPE_TYPE_COMPOUND) {
        shapeInfo.setParams(type, dimensions, modelURL);
    } else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
        shapeInfo.setParams(type, 0.5f * dimensions, modelURL);
    } else {
        shapeInfo.setParams(type, 0.5f * dimensions, modelURL);
    }
}
示例#2
0
void CollisionPick::computeShapeInfo(const CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource) {
    // This code was copied and modified from RenderableModelEntityItem::computeShapeInfo
    // TODO: Move to some shared code area (in entities-renderer? model-networking?)
    // after we verify this is working and do a diff comparison with RenderableModelEntityItem::computeShapeInfo
    // to consolidate the code.
    // We may also want to make computeShapeInfo always abstract away from the gpu model mesh, like it does here.
    const uint32_t TRIANGLE_STRIDE = 3;
    const uint32_t QUAD_STRIDE = 4;

    ShapeType type = shapeInfo.getType();
    glm::vec3 dimensions = pick.transform.getScale();
    if (type == SHAPE_TYPE_COMPOUND) {
        // should never fall in here when collision model not fully loaded
        // TODO: assert that all geometries exist and are loaded
        //assert(_model && _model->isLoaded() && _compoundShapeResource && _compoundShapeResource->isLoaded());
        const HFMModel& collisionModel = resource->getHFMModel();

        ShapeInfo::PointCollection& pointCollection = shapeInfo.getPointCollection();
        pointCollection.clear();
        uint32_t i = 0;

        // the way OBJ files get read, each section under a "g" line is its own meshPart.  We only expect
        // to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
        foreach (const HFMMesh& mesh, collisionModel.meshes) {
            // each meshPart is a convex hull
            foreach (const HFMMeshPart &meshPart, mesh.parts) {
                pointCollection.push_back(QVector<glm::vec3>());
                ShapeInfo::PointList& pointsInPart = pointCollection[i];

                // run through all the triangles and (uniquely) add each point to the hull
                uint32_t numIndices = (uint32_t)meshPart.triangleIndices.size();
                // TODO: assert rather than workaround after we start sanitizing HFMMesh higher up
                //assert(numIndices % TRIANGLE_STRIDE == 0);
                numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXSerializer

                for (uint32_t j = 0; j < numIndices; j += TRIANGLE_STRIDE) {
                    glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
                    glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
                    glm::vec3 p2 = mesh.vertices[meshPart.triangleIndices[j + 2]];
                    if (!pointsInPart.contains(p0)) {
                        pointsInPart << p0;
                    }
                    if (!pointsInPart.contains(p1)) {
                        pointsInPart << p1;
                    }
                    if (!pointsInPart.contains(p2)) {
                        pointsInPart << p2;
                    }
                }

                // run through all the quads and (uniquely) add each point to the hull
                numIndices = (uint32_t)meshPart.quadIndices.size();
                // TODO: assert rather than workaround after we start sanitizing HFMMesh higher up
                //assert(numIndices % QUAD_STRIDE == 0);
                numIndices -= numIndices % QUAD_STRIDE; // WORKAROUND lack of sanity checking in FBXSerializer

                for (uint32_t j = 0; j < numIndices; j += QUAD_STRIDE) {
                    glm::vec3 p0 = mesh.vertices[meshPart.quadIndices[j]];
                    glm::vec3 p1 = mesh.vertices[meshPart.quadIndices[j + 1]];
                    glm::vec3 p2 = mesh.vertices[meshPart.quadIndices[j + 2]];
                    glm::vec3 p3 = mesh.vertices[meshPart.quadIndices[j + 3]];
                    if (!pointsInPart.contains(p0)) {
                        pointsInPart << p0;
                    }
                    if (!pointsInPart.contains(p1)) {
                        pointsInPart << p1;
                    }
                    if (!pointsInPart.contains(p2)) {
                        pointsInPart << p2;
                    }
                    if (!pointsInPart.contains(p3)) {
                        pointsInPart << p3;
                    }
                }

                if (pointsInPart.size() == 0) {
                    qCDebug(scriptengine) << "Warning -- meshPart has no faces";
                    pointCollection.pop_back();
                    continue;
                }
                ++i;
            }
        }

        // We expect that the collision model will have the same units and will be displaced
        // from its origin in the same way the visual model is.  The visual model has
        // been centered and probably scaled.  We take the scaling and offset which were applied
        // to the visual model and apply them to the collision model (without regard for the
        // collision model's extents).

        glm::vec3 scaleToFit = dimensions / resource->getHFMModel().getUnscaledMeshExtents().size();
        // multiply each point by scale
        for (int32_t i = 0; i < pointCollection.size(); i++) {
            for (int32_t j = 0; j < pointCollection[i].size(); j++) {
                // back compensate for registration so we can apply that offset to the shapeInfo later
                pointCollection[i][j] = scaleToFit * pointCollection[i][j];
            }
        }
        shapeInfo.setParams(type, dimensions, resource->getURL().toString());
    } else if (type >= SHAPE_TYPE_SIMPLE_HULL && type <= SHAPE_TYPE_STATIC_MESH) {
void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
    ShapeType type = getShapeType();
    if (type != SHAPE_TYPE_COMPOUND) {
        ModelEntityItem::computeShapeInfo(info);
        info.setParams(type, 0.5f * getDimensions());
    } else {
        const QSharedPointer<NetworkGeometry> collisionNetworkGeometry = _model->getCollisionGeometry();

        // should never fall in here when collision model not fully loaded
        // hence we assert collisionNetworkGeometry is not NULL
        assert(collisionNetworkGeometry);

        const FBXGeometry& collisionGeometry = collisionNetworkGeometry->getFBXGeometry();
        const QSharedPointer<NetworkGeometry> renderNetworkGeometry = _model->getGeometry();
        const FBXGeometry& renderGeometry = renderNetworkGeometry->getFBXGeometry();

        _points.clear();
        unsigned int i = 0;

        // the way OBJ files get read, each section under a "g" line is its own meshPart.  We only expect
        // to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
        foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
            // each meshPart is a convex hull
            foreach (const FBXMeshPart &meshPart, mesh.parts) {
                QVector<glm::vec3> pointsInPart;

                // run through all the triangles and (uniquely) add each point to the hull
                unsigned int triangleCount = meshPart.triangleIndices.size() / 3;
                for (unsigned int j = 0; j < triangleCount; j++) {
                    unsigned int p0Index = meshPart.triangleIndices[j*3];
                    unsigned int p1Index = meshPart.triangleIndices[j*3+1];
                    unsigned int p2Index = meshPart.triangleIndices[j*3+2];
                    glm::vec3 p0 = mesh.vertices[p0Index];
                    glm::vec3 p1 = mesh.vertices[p1Index];
                    glm::vec3 p2 = mesh.vertices[p2Index];
                    if (!pointsInPart.contains(p0)) {
                        pointsInPart << p0;
                    }
                    if (!pointsInPart.contains(p1)) {
                        pointsInPart << p1;
                    }
                    if (!pointsInPart.contains(p2)) {
                        pointsInPart << p2;
                    }
                }

                // run through all the quads and (uniquely) add each point to the hull
                unsigned int quadCount = meshPart.quadIndices.size() / 4;
                assert((unsigned int)meshPart.quadIndices.size() == quadCount*4);
                for (unsigned int j = 0; j < quadCount; j++) {
                    unsigned int p0Index = meshPart.quadIndices[j*4];
                    unsigned int p1Index = meshPart.quadIndices[j*4+1];
                    unsigned int p2Index = meshPart.quadIndices[j*4+2];
                    unsigned int p3Index = meshPart.quadIndices[j*4+3];
                    glm::vec3 p0 = mesh.vertices[p0Index];
                    glm::vec3 p1 = mesh.vertices[p1Index];
                    glm::vec3 p2 = mesh.vertices[p2Index];
                    glm::vec3 p3 = mesh.vertices[p3Index];
                    if (!pointsInPart.contains(p0)) {
                        pointsInPart << p0;
                    }
                    if (!pointsInPart.contains(p1)) {
                        pointsInPart << p1;
                    }
                    if (!pointsInPart.contains(p2)) {
                        pointsInPart << p2;
                    }
                    if (!pointsInPart.contains(p3)) {
                        pointsInPart << p3;
                    }
                }

                if (pointsInPart.size() == 0) {
                    qCDebug(entitiesrenderer) << "Warning -- meshPart has no faces";
                    continue;
                }

                // add next convex hull
                QVector<glm::vec3> newMeshPoints;
                _points << newMeshPoints;
                // add points to the new convex hull
                _points[i++] << pointsInPart;
            }
        }

        // We expect that the collision model will have the same units and will be displaced
        // from its origin in the same way the visual model is.  The visual model has
        // been centered and probably scaled.  We take the scaling and offset which were applied
        // to the visual model and apply them to the collision model (without regard for the
        // collision model's extents).

        glm::vec3 scale = getDimensions() / renderGeometry.getUnscaledMeshExtents().size();
        // multiply each point by scale before handing the point-set off to the physics engine.
        // also determine the extents of the collision model.
        AABox box;
        for (int i = 0; i < _points.size(); i++) {
            for (int j = 0; j < _points[i].size(); j++) {
                // compensate for registraion
                _points[i][j] += _model->getOffset();
                // scale so the collision points match the model points
                _points[i][j] *= scale;
                box += _points[i][j];
            }
        }

        glm::vec3 collisionModelDimensions = box.getDimensions();
        info.setParams(type, collisionModelDimensions, _compoundShapeURL);
        info.setConvexHulls(_points);
    }
}